HopperDame (Hoppers)
the strategical checkers variant

Introduction
HopperDame (or simply Hoppers) is a new invention. In HopperDame
with promotion rule you win by capturing all the opponent's pieces.
Pieces move forwards and sideways, orthogonally or diagonally, by shifting to an
adjacent square, or by jumping over an adjacent friendly piece (also termed
'hopper'). Jumps must only occur over a piece of the same colour. It's not
allowable to step or jump backwards. The exception to this is the "king",
which can jump over any piece, and step in all directions.
To promote
to king one must conquer the "castles", that is, the corner squares
behind the enemy position, by holding both these positions with a piece, so
called "double-promotion". If a piece steps or jumps into the enemy
corner then it is promoted to king only if the other enemy corner is already
occupied by a friendly piece. Also, a piece which steps into the corner square
may later be promoted if the other corner has subsequently become occupied by a
friendly piece. The promotion is then done by dropping the piece on the same
square. But this costs a move.
HopperDame employs the rule of
exchange-capture: the counter jumps over a friendly counter. If the square
where it lands is occupied by an enemy counter, then this is captured. It is
only when leaping that the counter can make captures. A leaping counter may
continue to leap over friendly counters until there are no more to leap over or
the player decides to stop. It's not allowable to jump back to the square you
just came from.
Note that capture is only made when jumping. Thus, a
single piece cannot make a capture by itself. The exception to this is the king,
which has an additional capture method: it can capture an adjacent enemy piece
directly, like a king in chess.
There is also a faster variant of
HopperDame. It is played with terminal rule: to win you must simply
conquer the "castles", that is, the corner squares behind the enemy
position, by holding both these positions with a piece. So promotion does not
take place in this faster variant.
Strategy: A vital stratagem is the advancement into enemy territory (the
other half of the board) and the building of bridgeheads there. These can then
be used as springboards for a continued attack with pieces that arrive from the
back ranks. The first rank is a weak spot as pieces cannot go backwards and are
with time forced to leave the first rank for defensive or attacking purposes.
Try to maintain a piece on the corner squares as a guard.
Discussion
It first seems like the armies are too far apart in the 10x10
version. But movement across the board can be very fast due to the multiple jump
feature. Note that pieces can only capture by cooperating with friendly pieces,
by jumping over these and capturing an adjacent enemy piece. This is
reminiscent of the ancient interception-capture where two pieces cooperate to
sandwich an enemy piece. A cooperative capture rule is very logical. In fact,
HopperDame centers very much around piece coordination as one can speed up
movement by using "ladders" of friendly pieces. Theoretically, a piece
could move from one side of the board to the other side in a single stroke. It
might seem a demanding task to calculate such long moves, but with time one
develops a "vision" for these possibilities.
Strategically
and tactically this is an advanced game. Note that it's not simply a matter of
going for the corner square, since both corner squares must be conquered. Thus,
what matters is the battle situation as a whole. Even in Hopperdame with terminal
rule, capturing enemy pieces, gaining material advantage, is still a central
motif. To achieve this it's essential to build strongholds (bridgeheads) close
to the enemy ranks since the tactical possibilities of attack then increases
greatly. Invading the weakened last rank also becomes possible.
In Hopperdame with terminal rule removing all the opponent's
pieces also wins, but one needn't capture all his pieces as one can instead
conquer the corner squares. This is nearly an equally good sign of a worthy
winner.
In Hopperdame with promotion rule you must conquer both
corner squares in order to be able to promote to king. This is quite logical as
you are forced to take control of the territory before you can crown a man king.
This double-promotion rule has been researched as very suitable for this game.
It augments the strategical aspects of the game. Overall, this game emulates a
real battle situation quite well, by the establishment of bridgeheads, etc. The
king endgames are interesting. Generally, any majority of kings is winning.
I
have implemented these versions: 10x10 Hopperdame, promotion, with 20 pieces;
8x8 Hopperdame, promotion, with 16 pieces; 8x8 Hopperdame, promotion, with 12
pieces. 10x10 Hopperdame, terminal, with 20 pieces; 8x8 Hopperdame, terminal,
with 16 pieces; 8x8 Hopperdame, terminal, with 12 pieces. Hopperdame was
invented by undersigned December 2005.

You can download my
free Hopper Dame program
here, (updated
2006-04-13) but you must own the software
Zillions of Games to be able to
run it.
Challenge
somebody to an e-mail game of Hopper Dame here.
© M. Winther 2005